Fix slow AudioTrack and AudioRecord destruction
There were two causes for the slowness:
When thread was paused, it used nanosleep and sleep. These usually
run to completion (except for POSIX signal, which we avoid because it
is low-level). Instead, replace the nanosleep and sleep by condition
timed wait, as that can be made to return early by a condition signal.
Another advantage of condition timed wait is that a condition wait was
already being used at top of thread loop, so it is a simpler change.
The AudioRecord destructor was missing a proxy interrupt that was correct
in AudioTrack. This proxy interrupt is needed in case another thread
is blocked in proxy obtainBuffer.
Does not address the 1 second polling for NS_WHENEVER.
Bug: 10822765
Change-Id: Id665994551e87e4d7da9c7b015f424fd7a0b5560
diff --git a/include/media/AudioTrack.h b/include/media/AudioTrack.h
index 453c106..22ad57e 100644
--- a/include/media/AudioTrack.h
+++ b/include/media/AudioTrack.h
@@ -598,18 +598,20 @@
void pause(); // suspend thread from execution at next loop boundary
void resume(); // allow thread to execute, if not requested to exit
- void pauseConditional();
- // like pause(), but only if prior resume() wasn't latched
private:
+ void pauseInternal(nsecs_t ns = 0LL);
+ // like pause(), but only used internally within thread
+
friend class AudioTrack;
virtual bool threadLoop();
AudioTrack& mReceiver;
virtual ~AudioTrackThread();
Mutex mMyLock; // Thread::mLock is private
Condition mMyCond; // Thread::mThreadExitedCondition is private
- bool mPaused; // whether thread is currently paused
- bool mResumeLatch; // whether next pauseConditional() will be a nop
+ bool mPaused; // whether thread is requested to pause at next loop entry
+ bool mPausedInt; // whether thread internally requests pause
+ nsecs_t mPausedNs; // if mPausedInt then associated timeout, otherwise ignored
};
// body of AudioTrackThread::threadLoop()